R"(
//x,y,z,w  Per-vertex position information we will pass in.
attribute vec4 a_Position;
// Per-vertex color information we will pass in.
attribute vec4 a_Color;
// This will be passed into the fragment shader.
varying vec4 v_Color;
// The entry point for our vertex shader.
void main()
{
	// gl_Position is a special variable used to store the final position.
	gl_Position = a_Position;
	//Pass the color through to the fragment shader.
	v_Color = a_Color;
}
)";